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Fischkrieg Mechgekloppe im Laden - 2025 - Information and Rules

Games

Depands from the attending players we will play a different number of games.
Please be prepared for 4 games.

4 Players 3 Rounds - Everybody make one game against each other
8 Players 3 Rounds - Use the swiss-system tournament rules.
16 Players 4 Rounds

Rules

Each player chooses a combination of two Mechs that add up to exactly 120 tons.
Each player can bring several combinations to the tournament.before the game starts the player can check the map and choose secretly which combinations they would like to playing this round.

 One of the two Mechs may be capable of jumping.
 One of the two Mechs must have ammunition.
 No Mech chassis may be used twice.
 No well-known Mechs are allowed. (Denton)

Please find below the Mech list.

All Mechs start with a Mechwarrior with the values of gunner 4 / pilot 5.

The game is played on two maps (16x17 fields) that are placed next to each other on the long side. The players then move in on opposite sides.

The terrain is provided by the organisation of the event and may not be changed.
The current Total Warfare rules apply to the tournament.

BV adjustment

Before the game begins, both players reveal their formations. The player
whose formation has a lower BV2 can improve the pilots of one or both
of his mechs to match as close as possible, but not above, the other
player's BV2.
The values from the TechManual, Errata Version 4.1 June 2021
bg.battletech.com/errata

Game Rules

 A game lasts a maximum of 20 rounds.
 It is not allowed to drop or reduce ammunition before the game.
 It is only allowed to drop ammunition from the third round onwards.
 Mechs that are prone at the begin of the movement must try to get up if possible.
 Mechs that need a 13+ to stand up and can no longer shoot from prone automatically eject.
 Floating Critical Rule (Tactical Operations Seite 77)
 Half hex fields cannot be entered

Results
The player with the most tournament points is the winner of the tournament.
These tournament points are calculated from the sum of the collected soft and the general points of the game.

Softpoint Table
The following soft points can be achieved by a player per game
Softpoints
The player do not use Proxies for his Mechs 1 Point
The Mechs are painted 1 Point
The player has his sheets for, the Total warfare or a reference table for Mech Hit Location, Cluster Table and so on 1 Point

General points
Victory points are determined for each game based on the tonnage difference.

Tonnage difference / General Points Win / Lost
00 / 6 / 6
1 to 20 /7 /5
21 to 40 /8 /4
41 to 60 /9 /3
61 to 80 /10 /2
81 to 100 /11 /1
101 to 120 /12 /0

Destroyed Mechs
Destroyed Mechs count with their total weight.
Following Mechs count as destroyed. (Toatal Warfare Page 128)
 Three Engine Hits
 The destruction of the head or the cockpit
 The destruction of the centre torso

The Mechs with the following conditions count as destroyed at the end of the game.
 Mechs that leave the board (e.g. by sliding or pushing)
 Pilots who are unconscious
 Mechs with 0 Movement points
 Mechs which are in shutdown
 Mechs which are prone

Bonus tonnage in the last round for damage to the mech
The rule only comes into effect if the Mech does not count as destroyed after the last round.
 10% of the Mechs tonnage for each arm lost
 10% of the Mechs tonnage for each leg lost
 20% of the Mechs tonnage for each side torso lost

The most important rule
The tournament should be fun. However, if there are any disagreements that you cannot resolve yourself or with
a roll of the dice, please contact the game management.


Mechliste

Mech Tonnage / Jumping
Flea FLE-15 / 20 / No
Hornet HNT-151 / 20 / Yes
Locust LCT-1V / 20 / No
Mercury MCY-98 / 20 / No
Stinger STG-3R / 20 / Yes
Thorn THE-S / 20 / No
Wasp WSP-1A / 20 / Yes

Mech / Tonnage / Jumping
Commando COM-2D / 25 / No
Mongoose MON-67 / 25 / No

Mech / Tonnage / Jumping
Falcon FLC-4N / 30 / Yes
Firefly FFL-4A / 30 / Yes
Hermes HER-1A / 30 / No
Hussar HSR-300-D / 30 / No
Javelin JVN-10N / 30 / Yes
Spider SDR-5V / 30 / Yes
Urbanmech UM-R60 / 30 / Yes
Valkyrie VLK-QA / 30 / Yes

Mech / Tonnage / Jumping
Firebee FRB-2E / 35 / Yes
Firestarter FS9-H / 35 / Yes
Jenner JR7-D / 35 / Yes
Ostscout OTT-7J / 35 / Yes
Panther PNT-9R / 35 / Yes
Raven RVN-2X / 35 / No
Wolfhound WLF-1 / 35 / No

Mech / Tonnage / Jumping
Assassin ASN-21 / 40 / Yes
Cicada CDA-2A / 40 / No
Clint CLNT-2-3T / 40 / Yes
Hermes II HER-2S / 40 / No
Icarus II ICR-1S / 40 / Yes
Sentinel STN-3K / 40 / No
Vulcan VL-2T / 40 / Yes
Whitworth WTH-1 / 40 / Yes

Mech / Tonnage / Jumping
Blackjack BJ-1 / 45 / Yes
Hatchetman HCT-3F / 45 / Yes
Phoenix Hawk PXH-1 / 45 / Yes
Vindicator VND-1R / 45 / Yes
Wyvern WVE-6N / 45 / Yes

Mech / Tonnage / Jumping
Centurion CN9-A / 50 / No
Chameleon CLN-7V / 50 / Yes
Crab CRB-20 / 50 / No
Enforcer ENF-4R / 50 / Yes
Hunchback HBK-4G / 50 / No
Phoenix PX-3R / 50 / Yes
Talos TLS-1B / 50 / No
Trebuchet TBT-5N / 50 / No

Mech / Tonnage / Jumping
Dervish DV-6M / 55 / Yes
Gladiator GLD-4R / 55 / Yes
Griffin GRF-1N / 55 / Yes
Hoplite HOP-4B / 55 / No
Kintaro KTO-18 / 55 / No
Scorpion SCP-1N / 55 / No
Shadow Hawk SHD-2H / 55 / Yes
Wolverine WVR-6R / 55 / Yes

Mech / Tonnage / Ja
Champion CHP-2N / 60 / No
Dragon DRG-1N / 60 / No
Lancelot LNC25-02 / 60 / No
Ostroc OSR-2C / 60 / No
Ostsol OTL-4D / 60 / No
Quickdraw QKD-4G / 60 / Yes
Rifleman RFL-3N / 60 / No

Mech / Tonnage / Jumping
Bombardier BMB-10D / 65 / No
Catapult CPLT-C1 / 65 / Yes
Crusader CRD-3R / 65 / No
Exterminator EXT-4A / 65 / Yes
JagerMech JM6-S / 65 / No
Thunderbolt TDR-5S / 65 / No

Mech / Tonnage / Jumping
Archer ARC-2R / 70 / No
Battleaxe BKX-7K / 70 / No
Cataphract CTF-1X / 70 / No
Grasshopper GHR-5H / 70 / Yes
Guillotine GLT-4L / 70 / Yes
Warhammer WHM-6R / 70 / No

Mech / Tonnage / Jumping
Black Knight BL-7-KNT / 75 / No
Flashman FLS-7K / 75 / No
Hammerhands HMH-4D / 75 / No
Marauder MAD-3R / 75 / No
Orion ON1-K / 75 / No

Mech / Tonnage / Jumping
Awesome AWS-8Q / 80 / No
Charger CGR-1A1 / 80 / No
Goliath GOL-1H / 80 / No
Hatamoto-Chi HTM-26T / 80 / No
Thug THG-10E / 80 / No
Victor VTR-9B / 80 / Yes
Zeus ZEU-6S / 80 / No

Mech / Tonnage / Jumping
Battlemaster BLR-1G / 85 / No
Crockett CRK-5003-0 / 85 / Yes
Longbow LGB-0W / 85 / No
Rampage RMP-2G / 85 / No
Stalker STK-3F / 85 / No

Mech / Tonnage / Jumping
Cyclops CP-10-Z / 90 / No
Emperor EMP-5A / 90 / Yes
Highlander HGN-733 / 90 / Yes
Ymir BWP-2B / 90 / No

Mech / Tonnage / Jumping
Banshee BNC-3E / 95 / No
Banshee BNC-3S / 95 / No

Mech / Tonnage / Jumping
Annihilator ANH-1A / 100 / No
Atlas AS7-D / 100 / No
Devastator DVS-1D / 100 / No
Imp IMP-2E / 100 / No
King Crab KGC-0000 / 100 / No
Mackie MSK-7A / 100 / No
Marauder II MAD-4A / 100 / Yes

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